Regarding the physical damage, noticed one interesting thing. All physical DPSs skills that have elemental damage are weak in PVP. All skills that have purely physical damage hit a lot. I wrote about the small damage on the rogue, I must admit that this concerned primarily the rogue/priest, which has all the damage - elemental. I think this is also why the bard/scout has such huge damage. Mdps do not have such a problem, they all hit well.
Posts by Gopstop
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Regarding pvp, there are no changes in the balance. Bards still kill with one hit, you can change the little things as much as you want, but first of all you need to change the main thing - incoming and outgoing damage.
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Again, I repeat a simple idea, I'm not talking about killing a tank with a one hit or in 5 seconds stun, I also believe that dps should not kill a 1x1 tank. But when I hit less than I get back the damage from the spikes, it's stupid. I rather report the lack of damage on rogue relative to other dps.
Btw we saw that your gear is not even finished. Mostly all items only 3 stats and all only T7. Maybe you didnt even used buffood?
Comparing that against full geared t11 players is not fair to complain
I'm missing 15 stats, I don't think they'll increase my damage tenfold. If you have it, you can check and compare it yourself.
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I don't really understand what the idea is, then I ask you to change a few of these stats, because due to the reduced values, these stats will not be as useful as the rest.
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One more small request, pls redo stat on the first screenshot, i dont understand why in the second line the stat has a value of 2 for stamina, although all other similar stats have a value of 5 (example on second screenshot)
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Again, I repeat a simple idea, I'm not talking about killing a tank with a one hit or in 5 seconds stun, I also believe that dps should not kill a 1x1 tank. But when I hit less than I get back the damage from the spikes, it's stupid. I rather report the lack of damage on rogue relative to other dps.
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Due to the poor balance of incoming and outgoing damage, PvP is still unplayable, primarily due to one-shots, although not every class is capable of them. On a rogue, I don't always have enough damage to kill in 5-7 seconds of stun when dealing multiple blows, and with similar gear. When players come out of the stun, they most often kill me for a one hit. This is especially true for bards, who still deal incredible damage. I would also note that it is impossible to kill a tank on a rogue, hits that I deal to a warden/champion or warden/knight are simply ridiculous.
Maybe as a rogue (p-dps) it is not intended to kill a tank class, which does literally 0 damage, that you can kill it in 5 seconds? the tank can't also kill you in 5 seconds
I'm talking about the complete lack of damage. If you think that hitting a character with 700k+ HP for a couple thousand damage is normal, then there's nothing to talk about) Despite the fact that there is a bard/scout, who is also a pdps and deals serious damage to the tank.
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Due to the poor balance of incoming and outgoing damage, PvP is still unplayable, primarily due to one-shots, although not every class is capable of them. On a rogue, I don't always have enough damage to kill in 5-7 seconds of stun when dealing multiple blows, and with similar gear. When players come out of the stun, they most often kill me for a one hit. This is especially true for bards, who still deal incredible damage. I would also note that it is impossible to kill a tank on a rogue, hits that I deal to a warden/champion or warden/knight are simply ridiculous.
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I have also an idea for tank classes in pvp who dont do damage.
For future pvp skills, give them a single/aoe taunt. Change taunt in pvp to following:
- Adds a debuff on target. While under the effect of the debuff, your damage will be reduced by x% when hitting anyone except the player who taunted you
What I mean is, with taunt debuff you still do 100% damage to the player who taunted you, but to everyone else you do a lot less damage as long as the is up.
That would bring a tactical benefit for tank players, who loves tanking but not doing damage
The problem is that tanks on sieges have difficulties with tanking at least 1 bard skill, so your proposal will make little sense until the damage is cut at least to them. (The screenshots show the damage to our tank Vovochka, he has fully made gear like on last screen)
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1) In future we will look to add method for this to make it easier, we don't plan to bring back 1v1 arena however.
2) It's not possible to allow this, though we might add some similar foods for Atlas Tokens in future.
3) There is already magical damage food immunity. 1249330 (Arena Fruit Salad)
4) Supporting a large amount of weapons is not planned in future with unique pvp skills, so we don't plan to add pvp katana.
Greetings
3) I looked again and did not find a recipe for this food.
4)The problem is that there are classes whose skills are not used without a katana, for example, warrior/priest and rogue/ knight, it would be interesting to try them too in pvp, but it's impossible without a katana
Thanks for ur answers.
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A couple more small suggestions for pvp:
1. Return the 1x1 arena without rewards or add some zone where pvp equipment will work, in addition to the existing ones. We have no place to simply look at the parameters and test some things except for the 3x3 arena, which cannot always be assembled.
2. Return the opportunity to use food for ancient souvenirs at the battle grounds. Food for tokens will be better anyway, we would like to have a simple alternative.3. We have a pie for tokens that gives invulnerability to physical damage for 3 seconds, please add the same for magic damage.
4. Still no pvp katana in game, please add this.
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Hi, please return the old Amplified Attack buff, because this has very seriously affected players and guilds that do not have top-end gear. The gap between us was already big enough, equipment was already much more important for success than individual skill. I don't understand why you should focus on players who already have everything and easily go through all the content, instead of helping beginners.
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Hi, thanks for posting my long text here. I also have a small request - please turn on the magic wardrobe on the battlegrounds, the original pvp sets looks terrible and playing in such clothes is annoying...
Magic Wardrobe is disabled to make it not possible to mask team flag by using obnoxious sized costumes to gain an advantage by attempting to block it from view(mostly wings), but also using 2h weapons instead of 1h etc. We could potentially look to enable it, but block wings in a future update though.
Greetings
Thanks for the answer, I must say that I never pay attention to the flag behind the player's back, because in any case, I see it as an enemy or an ally. In any case, I hope that the opportunity to change the appearance of clothes will appear in the near future!
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Hi, thanks for posting my long text here. I also have a small request - please turn on the magic wardrobe on the battlegrounds, the original pvp sets looks terrible and playing in such clothes is annoying...
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Bard/Druid
This class in pvp has incredible advantages: silense on mages, the opportunity to heal yourself out of the fight, reduction of physical attack accuracy by 83%, fear for 3 seconds, 200% Damage buff for solo target skills, invise along with invulnerability to everything for 15 seconds, incredibly high speed of movement and damage. Please, nerf it.
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Hello. Want to say it's not just about equipment, there are also many other things to do on the server to reach the level of old players. Let's be honest, what adult, even with a lot of free time, would want, in a MMO RPG from 2009, on a server where a couple of hundred people play, to increase the level of crafts by doing boring crafting, to collect resources for a robot for weeks, to try to assemble a group in IDK or SoK, where no one goes to make an amulet, try to figure out the quests in Talagan yourself, in which there are no clear instructions on what to do? Who wants to spend weeks leveling the title system, who, of their own free will, will be interested in collecting and improving monster cards? If we talk about gear, who wants to run as a support for months and use one skill to get new sets from dungeons and then spend hours farming to buy one stat for it, not to mention the other 5 stats, tiers and runes?
There is only one solution to attract new players and create conditions for newcomers - this is a serious simplification of character development and its capabilities. As long as the game continues to target old players and create new opportunities for them to improve their character, it will further widen the gap and the reluctance of anyone to start playing on this server. I myself encountered such a problem when I tried to invite my friends to play on Arcadia - I was told that no one wants to spend months on some uninteresting things before finally starting to play. Thats it.
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Hi all, not long ago my guild began to actively participate in siege wars and I would like to share with you the problems we encountered that made it very difficult to enjoy this content. The first and main one is that players in PvP deal too much damage to each other and often kill with the first hit. As a result, people prefer to go with ranged classes, especially mages, because not many things in this game reduce incoming magical damage. Also, because of this problem, you won’t see warriors or champions at sieges, because on this class I won’t even have time to reach the enemy. At first we thought that we needed to make new PvP sets and then this would not happen, but this is not the case. As an example, I will give you a few screenshots. They show the damage that our opponents from the Asterion guild inflicted on my guildmate Vovachka. Vova made completely new sets (3rd screen), at this siege he was on warden/champion, this class is a tank and good in defence and reducing damage, especially physical, but this did not help him. I remind you that harmony deals damage 5 times per cast (1st screen), and Deadly Arrows deal damage 3 times per cast (2nd screen), Vova in his gear and buff has less than 500k HP. Of course, in addition to the incredibly high damage, there are also other problems with PvP, from something obvious we can draw a balance, where in addition to enormous damage, some classes have advantages such as absorbing part of the damage or several hits, which is very important when saving from a one-shot, some have brief invulnerability from different types of damage, some have invisibility. However, it seems to me that the primary problem is the damage, because PvP that lasts less than a second cannot be interesting to anyone. The forum section is called "Suggestions", so I propose to reduce this damage. I also understand that the server is mostly PvE, especially since Arcadia's PvE content is very good, and very few people are interested in PvP content, but PvP has always been an interesting part of any successful MMO RPG, and perhaps smart changes to this part of the game will attract more players to this content and the server itself. Thank u.
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Hi all, have such a suggestion, сan we have the opportunity to exchange gear for another class in the game? For example, I have chain gear, but I would like to try to play a mage. However, given the level of my equipment, it is difficult for me to find someone with similar equipment to exchange. I think it would be an amazing opportunity if we could exchange this equipment with help of GMs or in-game NPCs. Of course, this feature doesn't have to work all the time, but it would be cool to use it at least once a year. I think such a feature would be interesting to many, because it would help to dispel boredom by playing on another class, the opportunity to learn new classes without having to look for another player to exchange and without having to spend a huge amount of resources and time creating new gear. Ty
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Hello everyone!
I would like to share with you thoughts that relate to my experience of playing on this server and the difficulties I have encountered. To explain the general problem, I will give an example: I recently run the IDK and the Abbey hard for the first time, and learned that in order to improve my artifact and get a useful title, I need to visit these dungeons 30 times. It would seem that this is not so difficult (although you need to make 30 (!) runs), if you do not take into account the fact that it is impossible to assemble a group in the IDK, you can still go to the Abbey, but extremely rarely. I also know that the necessary items fall from the well for Sathkur coins, but in a month I literally only got two items from IDk.
And now, we approach the main problem - old players who have a good team of other regular players, have enough time to play and play constantly, new content does not cause problems, because for them it appears progressively.
But for players who don't have enough help or time, or who are new to the game, or who had a long break, the
difficulty of the CoA content becomes unaffordable. In this regard, I face not only difficulties in developing a personal account, but I also can't call friends who have previously played on other Runes of Magic servers, because they immediately told me that they don't want to spend thousands of hours on time-consuming content. And it would be fine if this content was also interesting, but I think that for the most players, the development of the title system, the crafting leveling and quests in Talaghan, which are extremely problematic to do without outside help, caused only despondency and a desire to close the game.Summing up, I would like to ask the developers to simplify at least the content of past patches so that new players also have the opportunity to catch up with the oldies and play with them on an equal footing. I hope my words will be perceived adequately by both the players and the project administration. After all, we don't love this game for the endless grind.
Thank u and gl guys!
Upd: Greetings, I want to thank the developers for paying attention to the problem I described, however, reducing the number of visits from 30 to 20 does not solve the problem that it is impossible to assemble a group in IDK. The solution could be a change if these items became transferable and saleable, or if after each visit to Sathkur, the item from the well would fall guaranteed. Thanks again.